[Scummvm-cvs-logs] scummvm master -> 96571d9a7e05338ddb93f4b384e017100beebf65

eriktorbjorn eriktorbjorn at telia.com
Sat Jan 14 09:56:26 CET 2012


This automated email contains information about 2 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
28d5922cca SCUMM: Fix workaround for Dig spider lair sound glitch
96571d9a7e Merge pull request #165 from eriktorbjorn/dig-workaround


Commit: 28d5922ccaf909dc52688d41da255dff44078a35
    https://github.com/scummvm/scummvm/commit/28d5922ccaf909dc52688d41da255dff44078a35
Author: Torbjörn Andersson (eriktorbjorn at users.sourceforge.net)
Date: 2012-01-14T00:25:52-08:00

Commit Message:
SCUMM: Fix workaround for Dig spider lair sound glitch

The soundKludge() function assumes there are always 8 parameters
for Digital iMUSE script commands.

Changed paths:
    engines/scumm/script.cpp



diff --git a/engines/scumm/script.cpp b/engines/scumm/script.cpp
index c9e3edd..37ea3a9 100644
--- a/engines/scumm/script.cpp
+++ b/engines/scumm/script.cpp
@@ -943,7 +943,7 @@ void ScummEngine::runExitScript() {
 	// effect is also used in room 33, so let's do the same fade out that it
 	// does in that room's exit script.
 	if (_game.id == GID_DIG && _currentRoom == 44) {
-		int scriptCmds[] = { 14, 215, 0x600, 0, 30 };
+		int scriptCmds[] = { 14, 215, 0x600, 0, 30, 0, 0, 0 };
 		_sound->soundKludge(scriptCmds, ARRAYSIZE(scriptCmds));
 	}
 #endif


Commit: 96571d9a7e05338ddb93f4b384e017100beebf65
    https://github.com/scummvm/scummvm/commit/96571d9a7e05338ddb93f4b384e017100beebf65
Author: Torbjörn Andersson (eriktorbjorn at telia.com)
Date: 2012-01-14T00:56:03-08:00

Commit Message:
Merge pull request #165 from eriktorbjorn/dig-workaround

SCUMM: Work around spider lair script bug in The Dig



When entering the spider lair, the entry script may optionally start

the sound of running water. However, this sound is never explicitly

stopped, so it may continue for quite a while. (When I tried it with

DOSBox, it didn't stop until I got back to the Nexus.) This workaround

adds a fade-out to the sound when the exit script is about to run.

This is consistent with how that same sound effect is faded out in the

underwater cavern (room 33).

Changed paths:
    engines/scumm/script.cpp









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